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# -*- coding: UTF-8 -*-
#
# Copyright (C) 2007 by ULPM: Alexandre Yukio Harano
# Fábio Cassarotti Parronchi Navarro
# Gabriel Geraldo França Marcondes
# Luiz Carlos Irber Júnior
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
# Bowling ball bouncing
# http://freesound.iua.upf.edu/samplesViewSingle.php?id=22744
# Updated at September 12th, 2006.
# Published under Creative Commons Sampling Plus 1.0 License.
# Congratulations
# http://freesound.iua.upf.edu/samplesViewSingle.php?id=25293
# Updated at November 09th, 2006.
# Published under Creative Commons Sampling Plus 1.0 License.
# Penguin bouncing
# http://freesound.iua.upf.edu/samplesViewSingle.php?id=34316
# Updated at May 01st, 2007.
# Published under Creative Commons Sampling Plus 1.0 License.
# Trampoline bouncing
# http://freesound.iua.upf.edu/samplesViewSingle.php?id=19347
# Updated at May 30th, 2006.
# Published under Creative Commons Sampling Plus 1.0 License.
import pygame
class Thing(pygame.sprite.Sprite):
img = None
initialPosition = None
mobility = None
editable = None
speed = None
gravity = None
snd = None
elasticity = None # * 1%, from 0 up to 100
def __init__(self, image, editable, snd, initialPosition=None,
elasticity = 70, mobility = False, gravity = 5 ):
pygame.sprite.Sprite.__init__(self) #call Sprite intializer
self.image = image
self.rect = image.get_rect()
if initialPosition:
self.initialPosition = initialPosition
self.rect.topleft = initialPosition[0], initialPosition[1]
self.elasticity = elasticity
self.editable = editable
self.speed = [0,0]
self.mobility = mobility
self.gravity = gravity
self.snd = snd
def draw(self, screen, pos ):
# temos a imagem na variavel <img> e
# o 'zero' (ponto onde deve ser desenhado <pos>
screen.blit(self.image, (pos[0],pos[1]))
def play(self):
if self.snd and pygame.mixer.get_init():
self.snd.play()
def collide(self, obj):
''' Very basic implementation of elastic collision'''
#TODO: verify mobility attribute
hitbox = self.rect.inflate(5,5)
if hitbox.colliderect(obj.rect):
if self.rect.left < obj.rect.right:
self.speed[0], obj.speed[0] = obj.speed[0], self.speed[0]
self.rect.left = obj.rect.right - 1
if self.rect.left > obj.rect.right:
self.speed[0], obj.speed[0] = obj.speed[0], self.speed[0]
self.rect.right = obj.rect.left - 1
if self.rect.bottom > obj.rect.top:
self.speed[1], obj.speed[1] = obj.speed[1], self.speed[1]
self.rect.bottom = obj.rect.top - 1
if self.rect.top < obj.rect.bottom:
self.speed[1], obj.speed[1] = obj.speed[1], self.speed[1]
self.rect.top = obj.rect.bottom + 1
return True
return False
def update(self):
if self.mobility:
newpos = self.rect.move((self.speed[0],self.speed[1]))
self.rect = newpos
self.speed[0] *= 0.99
if self.speed[1] <= self.rect[3]*0.04 and self.speed[1] > 0:
self.speed[1] = 0
else:
self.speed[1] += self.gravity
def check_collision(sprite_list, wall_list):
new_objects = pygame.sprite.RenderPlain()
for obj in sprite_list:
obj.remove(sprite_list)
obj.add(new_objects)
# for s in sprite_list:
# if s.collide(obj)
# obj.play()
# s.play()
for w in wall_list:
if w.collide(obj):
obj.play()
w.play()
return new_objects
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